All the difficulty options are based on combat, it would be nice if there were some level of difficulty for questing too.
Let me explain: some people don't like figuring it out what to to, so on easy questing, there would be big red X on the map where they need to go, or bold dialogue option that would get them to the goal faster.
Personally I like figuring out what I need to do and what I need to say (even if I run the chance of missing stuff). And I find that the game is "holding my hand" a bit too much with the quests and side-quests. Also the companions could me more "testy" and it would be harder to keep everyone happy.
I have no clue how hard it would be to implement this but I feel that for RPGs, difficulty levels should mean more than the monsters have more HP and hit harder.
What do you guys think?
Difficulty options for RPGs
Débuté par
wonko33
, nov. 30 2009 06:52
#1
Posté 30 novembre 2009 - 06:52
#2
Posté 30 novembre 2009 - 06:55
There already are giant markers on the map pointing out where you need to go for most quests.
#3
Posté 30 novembre 2009 - 07:05
right, but i think what he is saying is that on nightmare there would be no markers at all, on easy there could be something like a breadcrumb trail like fable.
i like your idea, on easy even things like lock picking, pickpocketing, crafting and coersion could be easier. i also like your idea about it getting harder to please all the party members. maybe potions could take more ingredients and goods would cost more and you get less for selling them. also on nightmare maybe more people would fight you and dislike you, for example: maybe more people are taking on whats his buckets side so they think you are a bad guy and they try to work against you or jump you for the reward, or give you the cold shoulder.
i like your idea, on easy even things like lock picking, pickpocketing, crafting and coersion could be easier. i also like your idea about it getting harder to please all the party members. maybe potions could take more ingredients and goods would cost more and you get less for selling them. also on nightmare maybe more people would fight you and dislike you, for example: maybe more people are taking on whats his buckets side so they think you are a bad guy and they try to work against you or jump you for the reward, or give you the cold shoulder.
#4
Posté 30 novembre 2009 - 07:05
I turned off Quest Helpers in the options menu after my first hour of play. That helps up the challenge quite a bit.
Next would be making choices based on your role and not the predicted outcome.
Third would be not using any cheat mods to simplify things.
Next would be making choices based on your role and not the predicted outcome.
Third would be not using any cheat mods to simplify things.
#5
Posté 30 novembre 2009 - 07:06
Taleroth wrote...
There already are giant markers on the map pointing out where you need to go for most quests.
Kind of hiis point, actually....
#6
Posté 30 novembre 2009 - 07:19
Do people actually keep those quest markers turned on? Why not just have the computer play for you?
#7
Posté 30 novembre 2009 - 07:36
Well that lack of direction on questing is only a problem because of the KOTOR style rat maze map designs.
Half the time it's obvious where you want to go, but invisible walls are blocking the path, so it's not really a difficulty issue, the red X wouldn't help that much because you'd still need to navigate the map manually.
I would prefer a true BG2 style where you simply point at where you want to end up, and the party auto runs there, and auto paths around the maze, when enemies pop up, we could go back to controlling the party.
The wost parts of the game IMO are running around some of the mazes after you beat the enemies backtracking for a quest etc..
Half the time it's obvious where you want to go, but invisible walls are blocking the path, so it's not really a difficulty issue, the red X wouldn't help that much because you'd still need to navigate the map manually.
I would prefer a true BG2 style where you simply point at where you want to end up, and the party auto runs there, and auto paths around the maze, when enemies pop up, we could go back to controlling the party.
The wost parts of the game IMO are running around some of the mazes after you beat the enemies backtracking for a quest etc..
#8
Posté 30 novembre 2009 - 07:39
Maybe instead of, or maybe in addition to simple categories (easy, normal, etc.) there should be a 'custom' difficulty in which you could choose setting for AI, plot helpers, friendly fire etc. Like in some strategy games.
#9
Posté 30 novembre 2009 - 07:52
System Shock had four difficulty sliders (combat, puzzles, cyberspace, and plot). It worked pretty well, allowing the player to tailor the game experience to what they wanted. And before you say, I know System Shock wasn't that much of an RPG, but by adjusting the various sliders you could get a lot of variety and depth out of it.
#10
Posté 30 novembre 2009 - 08:28
SheffSteel wrote...
System Shock had four difficulty sliders (combat, puzzles, cyberspace, and plot). It worked pretty well, allowing the player to tailor the game experience to what they wanted. And before you say, I know System Shock wasn't that much of an RPG, but by adjusting the various sliders you could get a lot of variety and depth out of it.
Thanks!! I was trying to remember which game did that to put in my OP.





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